21 research outputs found

    Cyber-Human Systems, Space Technologies, and Threats

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    CYBER-HUMAN SYSTEMS, SPACE TECHNOLOGIES, AND THREATS is our eighth textbook in a series covering the world of UASs / CUAS/ UUVs / SPACE. Other textbooks in our series are Space Systems Emerging Technologies and Operations; Drone Delivery of CBNRECy – DEW Weapons: Emerging Threats of Mini-Weapons of Mass Destruction and Disruption (WMDD); Disruptive Technologies with applications in Airline, Marine, Defense Industries; Unmanned Vehicle Systems & Operations On Air, Sea, Land; Counter Unmanned Aircraft Systems Technologies and Operations; Unmanned Aircraft Systems in the Cyber Domain: Protecting USA’s Advanced Air Assets, 2nd edition; and Unmanned Aircraft Systems (UAS) in the Cyber Domain Protecting USA’s Advanced Air Assets, 1st edition. Our previous seven titles have received considerable global recognition in the field. (Nichols & Carter, 2022) (Nichols, et al., 2021) (Nichols R. K., et al., 2020) (Nichols R. , et al., 2020) (Nichols R. , et al., 2019) (Nichols R. K., 2018) (Nichols R. K., et al., 2022)https://newprairiepress.org/ebooks/1052/thumbnail.jp

    Keys to Play: Music as a Ludic Medium from Apollo to Nintendo

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    How do keyboards make music playable? Drawing on theories of media, systems, and cultural techniques, Keys to Play spans Greek myth and contemporary Japanese digital games to chart a genealogy of musical play and its animation via improvisation, performance, and recreation. As a paradigmatic digital interface, the keyboard forms a field of play on which the book’s diverse objects of inquiry—from clavichords to PCs and eighteenth-century musical dice games to the latest rhythm-action titles—enter into analogical relations. Remapping the keyboard’s topography by way of Mozart and Super Mario, who head an expansive cast of historical and virtual actors, Keys to Play invites readers to unlock ludic dimensions of music that are at once old and new

    Design and Instantiation of an Interactive Multidimensional Ontology for Game Design Elements – a Design and Behavioral Approach

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    While games and play are commonly perceived as leisure tools, focus on the strategic implementation of isolated gameful elements outside of games has risen in recent years under the term gamification. Given their ease of implementation and impact in competitive games, a small set of game design elements, namely points, badges, and leaderboards, initially dominated research and practice. However, these elements reflect only a small group of components that game designers use to achieve positive outcomes in their systems. Current research has shifted towards focusing on the game design process instead of the isolated implementation of single elements under the term gameful design. But the problem of a tendency toward a monocultural selection of prominent design elements persists in-game and gameful design, preventing the method from reaching its full potential. This dissertation addresses this problem by designing and developing a digital, interactive game design element ontology that scholars and practitioners can use to make more informed and inspired decisions in creating gameful solutions to their problems. The first part of this work is concerned with the collation and development of the digital ontology. First, two datasets were collated from game design and gamification literature (game design elements and playing motivations). Next, four explorative studies were conducted to add user-relevant metadata and connect their items into an ontological structure. The first two studies use card sorting to assess game theory frameworks regarding their suitability as foundational categories for the game design element dataset and to gain an overview of different viewpoints from which categorizations can be derived. The second set of studies builds on an explorative method of matching dataset entries via their descriptive keywords to arrive at a connected graph. The first of these studies connects items of the playing motivations dataset with themselves, while the second connects them with an additional dataset of human needs. The first part closes with the documentation of the design and development of the tool Kubun, reporting on the outcome of its evaluation via iterative expert interviews and a field study. The results suggest that the tool serves its preset goals of affording intuitive browsing for dedicated searches and serendipitous findings. While the first part of this work reports on the top-down development process of the ontology and related navigation tool, the second part presents an in-depth research of specific learning-oriented game design elements to complement the overall research goal through a complementary bottom-up approach. Therein, two studies on learning-oriented game design elements are reported regarding their effect on performance, long-term learning outcome, and knowledge transfer. The studies are conducted with a game dedicated to teaching correct waste sorting. The first study focuses on a reward-based game design element in terms of its motivatory effect on perfect play. The second study evaluates two learning-enhancing game design elements, repeat, and look-up, in terms of their contribution to a long-term learning outcome. The comprehensive insights gained through the in-depth research manifest in the design of a module dedicated to reporting research outcomes in the ontology. The dissertation concludes with a discussion on the studies’ varying limitations and an outlook on pathways for future research

    Agency in and around videogames

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    This thesis conceptualises player agency in avatar-based videogames as an affordance of game design (Gibson 1979). By examining how agency is discussed in different discourses surrounding videogames, such as those of game studies and game design, it puts forward a multidimensional heuristic framework for conceptualising agency in avatar-based games. Game studios with a particular design focus that draw on ‘game design lineages’ (Bateman and Zagal 2018) feature as case studies to demonstrate the analytical power of this framework, examining how agency is designed, and how developers discuss how it is designed. The combined methods of textual and paratextual analysis provides insight not only into how game designers think about agency but also into how design intentions can translate into features of the released game. Such an approach facilitates a way of looking at agency as designed, which is informed by the vocabularies of academic discussions concerning videogames, as well as the language used to refer to these phenomena by industry practitioners, thereby grounding abstract theory in production practices and discourses

    The Playful Citizen

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    This edited volume collects current research by academics and practitioners on playful citizen participation through digital media technologies

    Agency in and around videogames

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    This thesis conceptualises player agency in avatar-based videogames as an affordance of game design (Gibson 1979). By examining how agency is discussed in different discourses surrounding videogames, such as those of game studies and game design, it puts forward a multidimensional heuristic framework for conceptualising agency in avatar-based games. Game studios with a particular design focus that draw on ‘game design lineages’ (Bateman and Zagal 2018) feature as case studies to demonstrate the analytical power of this framework, examining how agency is designed, and how developers discuss how it is designed. The combined methods of textual and paratextual analysis provides insight not only into how game designers think about agency but also into how design intentions can translate into features of the released game. Such an approach facilitates a way of looking at agency as designed, which is informed by the vocabularies of academic discussions concerning videogames, as well as the language used to refer to these phenomena by industry practitioners, thereby grounding abstract theory in production practices and discourses

    Texas Law Review

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    Journal containing articles, notes, book reviews, and other analyses of law and legal cases

    Towards Our Common Digital Future. Flagship Report.

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    In the report “Towards Our Common Digital Future”, the WBGU makes it clear that sustainability strategies and concepts need to be fundamentally further developed in the age of digitalization. Only if digital change and the Transformation towards Sustainability are synchronized can we succeed in advancing climate and Earth-system protection and in making social progress in human development. Without formative political action, digital change will further accelerate resource and energy consumption, and exacerbate damage to the environment and the climate. It is therefore an urgent political task to create the conditions needed to place digitalization at the service of sustainable development

    Design revolutions: IASDR 2019 Conference Proceedings. Volume 4: Learning, Technology, Thinking

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    In September 2019 Manchester School of Art at Manchester Metropolitan University was honoured to host the bi-annual conference of the International Association of Societies of Design Research (IASDR) under the unifying theme of DESIGN REVOLUTIONS. This was the first time the conference had been held in the UK. Through key research themes across nine conference tracks – Change, Learning, Living, Making, People, Technology, Thinking, Value and Voices – the conference opened up compelling, meaningful and radical dialogue of the role of design in addressing societal and organisational challenges. This Volume 4 includes papers from Learning, Technology and Thinking tracks of the conference
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